Instructional Design Lessons Technical Communicators Can Learn From Games
| by Rob Houser and Scott DeLoach
Why does it take hours for our users to build up their confidence to approach our products, try to install or use them, consult the manuals in frustration, and finally ask the person down the hall for help? In contrast, why do players of arcade, video, and computer games seem to approach the games without fear, eagerly exploring and learning as they go? Our research examines the way interface design for applications influences motivation, training, performance, and error correction. In this paper and presentation, we attempt to lay the ground work for additional research by defining the instructional methods used in games and by surveying the literature related to the design of game and business applications. Introduction:
Why study games? In other words, work involving business applications does not have to be difficult to approach, confusing to learn, or frustrating to use. In Things That Make Us Smart, Donald Norman identifies seven basic requirements of a learning environment (Norman, 1993):
These requirements are satisfied in most games. So why cant business applications be more like games? They can. How do people
use applications? Scenario
1: Game Application After the kids leave, she walks closer to the game. She reads the quick reference instructions next to the controls, then deposits her tokens. More instructions appear on the screen explaining what she has to do to win and providing some basic strategy for playing well. She starts to play. After a minute, the game pauses to tell her she would probably do better if she passed the ball more. It briefly explains how to pass, and within seconds she is playing the game again. At the end of the first period, her coach (the computer) evaluates her performance, providing statistics and hints about how to play more effectively. The computer opponent seems more generous at the beginning, holding back on defense and not trying to block her shots. As she continues playing, the game gets harder, but she barely notices because shes getting better. When the game is over, she compares her score to other scores that day. The game keeps track of who she is so it can keep a list of her scores, her favorite team, and the other teams shes played. The next time she plays, it will know how many games shes played before -- how many she won, lost, and tied. Depending on the mistakes she makes the next time, she will get different advice. Even though she didnt win, she enjoyed the few moments of success she had and she believes shell do better next time. As shes standing there watching the attract mode again, learning some new moves, someone else steps up to play. She watches the new player play for a while, then waits eagerly for her turn to play again. Scenario
2: Business Application application, she starts it and looks at the interface. She sees some icons at the top and some pulldown menus. The application appears to have a lot of features, but shes not sure where to start. She tries a few of the icons, but ends up with a screen she doesnt really want but cant change. Next, she tries the online help, which describes the interface components, except she cant find any information about the icons. She locates the steps for sending a mail message. Theyre a little too long for her to remember and she keeps losing the help window behind the mail application, so she prints them. When she gets back from the printer, she starts to follow the steps but realizes that she must already have a mail message to send one, so she goes back to the help. She finds the instructions for how to create a message, but when she tries to create the message, shes still on the wrong screen and cant figure out how to get where shes supposed to be to start following the instructions. Frustrated, she exits the application and starts it again. Now shes able to create a message and to send it. After she sends it, she wishes she had kept a copy for herself. She finds out later from a friend that she could have gone into Options and chosen to save a copy of all her sent mail, but its too late now. In fact, she finds out later that the application has a lot of useful capabilities she never realized it had. Her friend stops by and shows her how to turn on the tip of the day feature, which reveals some interesting facts about the application but nothing about confirming sent mail messages. Shes not really sure if her message went through, and shes not sure if she did it correctly. She exits the application with an uncertain feeling, not sure if shell take the time to download any more new applications today and wondering how to get her old mail application back on her PC. What aspects
of games are instructional? Attract
Mode In both of the previous scenarios, the new application was perceived as visually appealing, which is an important step toward motivating the user to use the application. However, the game application took the initiative to get the user started. The attract mode demonstrated what could be accomplished with the application and pointed out what the user should do first. The business application tried to reveal all of its features at once without emphasizing any of them, which intimidated the user. Some business applications are starting to take a more proactive approach to helping the user. For example, Microsoft PowerPoint begins by offering the user a list of options such as open an existing presentation and create a new presentation using wizards. Other Microsoft products provide an optional "Tip of the Day," which provides users with hints about available controls and strategies. However, the majority of applications do not proactively help the user get started. Business applications very rarely take advantage of the instructional value of the games attract mode. Imagine a set of screen savers that appeared after a certain period of inactivity demonstrating model behavior and possible tasks using the tools available on your desktop PC. "Observers learn by watching and imitating others; they tend to behave as they have seen other behave" (Mager, 1984). How often do business applications take the time to reinforce the best way to complete a task? In the current era of increasing features, many designers and developers are spending more time finding multiple ways to accomplish a task rather than taking the time to teach users the best way to accomplish a task. Clearly Stated
Goals The game application from the previous scenario had a clearly stated goal that was demonstrated in the attract mode, written on the game casing, and explained in the online instructions shown at the beginning of and often throughout the game. Most users know what they are trying to accomplish before they start the game. Business applications have inherent goals but do not always state them overtly. Moreover, business applications do not attempt to indicate to the user what the goals should be at a particular time. For instance, in the business application scenario, the application could have prompted the user to review and set the mail options immediately after the new installation. Instead, the application left the user at the main screen--full of possibilities but without direction. Brief Instructions Transparency In the business application scenario, all of the features are accessible from the main window. The user must move the mouse to the specific location for the desired control and click on an icon, button, or menu. As Fitts Law suggests, selecting a menu and menu command is much harder to perform than simply moving the mouse off of the screen (Fitt, 1954). In the game, the display matches the current task at hand, so the user is presented only with applicable commands for the current situation. In the business application, an overwhelming number of commands are available, many of which lead to incorrect actions. By attempting to provide complete user freedom, the business application becomes more confusing and discouraging to use. Performance Coaching Traditionally, formal guidance for learners comes from teachers. Informally, it can come from asking the person sitting next to you for help or even from observing the behavior of someone next to you. An effective guide helps the learner identify what tasks need to be accomplished; assists the learner in locating the type, level, and amount of information required; encourages the learner, providing hints and suggestions when necessary; and ensures that the learner adopts the optimal performance behavior. Ideally, the guide would be aware of the users actions as well as previous user behavior so it could respond in context whenever the user needs help. In the previous scenarios, only the game application provided the user with coaching tips that told her how to improve her performance. Although rudimentary, the coaching (guidance) provided by the game was aware of the users performance. At first, the computer coach provided the user with basic instructions to get started and strategies for winning. During the game, the coach reinforced desired behavior by saying "good shot" and worked to correct undesired behavior by saying "pass" or "run this way." Finally, at the end of the game, the coach gave feedback about the users performance by providing statistics and some parting advice about how to play better the next time. At best, the business application was able to provide only random tips that might relate to the users current situation or something she might want to do eventually. The business application took the approach of "I wont influence you, the user, because you can do anything you want with me." Unfortunately, the user didnt know exactly what she could do with the business application- she could not figure out how to get started and she could not tell if she used the tool correctly. Undoubtedly, the user would have benefited from some kind of active guidance that sensed she was in trouble and helped direct her learning. Instructional designers call this type of guidance "coaching" because the system focuses on aiding optimal performance rather than just providing information (Raybould, 1995). The coach is a vital component of an Electronic Performance Support System (EPSS), which is "an electronic system that provides integrated, on-demand access to information, advice, learning experiences, and tools to enable a high level of job performance with a minimum of support from other people" (Leighton, 1996). EPSS can take many forms, but it includes aids such as wizards and cue cards as well as just-in-time computer-based training. The coach takes a proactive approach to help the user do "whatever is necessary to generate performance and learning at the moment of need" (Gery, 1991). One study showed that learner control with coaching is more effective than total learner control or browsing (Hannafin, 1992). Another study showed that although learners may complete a task faster with learner control, they do not always have superior retention or recall (Murphy and Davidson, 1991). Other studies have shown that coaching seems to be most effective when the system makes suggestions that the user can ignore (Wynn, 1996; Ross and Morrison, 1988). In other words, a coach should help the user set goals and ensure those goals are achieved effectively; however, the coach should not restrict the users interaction with the application, remove the user from the application, or override the users ability to deviate from the norm. Training Wheels This description perfectly matches the game environment. The game in the previous scenario reduced the complexity of its features and lowered its difficulty level to allow the user to learn how to perform some basic tasks. By providing a more approachable learning environment, the game increased the users confidence and encouraged continued play. Games are always divided into the "staged interfaces" Carroll describes, where each stage becomes a little more difficult and challenging. Many games also provide a training mode that disables more advanced, complex features until the user masters the basic tasks. A business application could provide the same training wheels approach through wizards, cue cards, and modular interactive tutorials. Consistent FeedbackIn the previous scenario, the audio and visual cues in the game application help the user know how well she is progressing towards the goal. Voices and text respond with "Move Faster!" and "Great Move!!!" as she is playing, allowing for quick adjustments and encouraging progression towards the goal state. A continuous score is also displayed for continual assessment. In the game environment, this consistent and continual feedback motivates the user to learn and explore new features. By contrast, the business application seems unaware of the users attempt to accomplish a specific goal and provides no encouragement or indication of success or failure. The user is left on her own to determine if her performance was optimal or even correct. Research has shown that users are most successful with and most receptive to "advisement orientation" feedback (Wynn, 1996; Ross and Morrison, 1988; Murphy and Davidson, 1991; Hannafin, 1992, Carlson, et al., 1992). Advisement orientation combines learner control with advice or coaching from the system. In the game application scenario, the game paused occasionally and offered advice to the player such as "Hold the Run button down to run faster." Between game periods, the "coach" would suggest different strategies and moves to explore. In the business scenario, the user was faced with complete "learner control." The system did not help her get started. It did not introduce the application, offer suggestions, or provide any feedback. When the user requested the online help, she was distracted into a separate application that forced her to search for relevant information. 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